Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Direct Support Batteries #5Artillery Supply A direct support battery may run of out ammunition at the end of the turn. A battery that runs out of ammunition has its Fire Mission canceled. It may be given a new fire mission next turn. Artillery Supply Check The artillery supply for each direct support battery with a continuous mission… READ MORE
Direct Support Batteries #4Command Failures and Fire Missions A Command Failure cancels all friendly Direct Support Battery fire. However, a fire mission may be kept active with a Staff Order. Canceling a Fire Mission At the end of the turn a Comms Check may be made to cancel a Fire Mission. Planned Fire Missions… READ MORE
Direct Support Batteries #3Adjusting a Fire Mission At the start of a Friendly Logistics Phase, a Comms Check may be made to move a Fire Template up to 6”. A unit acting as Forward Observer must be able to see the new location. Cost: Free Successful Check: Move the Fire Template up to 6” in any direction.… READ MORE